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Development of flipped classroom math learning instruments with advocacy-sociograph Zainnur Wijayanto; Indah Ayu Rukmana; Betty Kusumaningrum; Elang Amadeus Poort
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.15272

Abstract

The research project described aims to create a Math learning media with a flipped classroom model on "Polyhedron of Cube and Block" for grade VIII Junior High School students. This device uses the advocacy-sociograph approach. This research uses three stages of development, namely Defining, Designing, and Developing. After conducting data analysis, it can be concluded that the results of the validation of the lesson plan are valid, indicating that it is well-designed and suitable for teaching the targeted mathematics content. Similarly, the e-LKPD (e-worksheet) also received very valid validation results, indicating that the e-LKPD is very suitable and adequate to facilitate student learning. These positive validation results indicate that the learning tools in lesson plans and LKPDs (worksheets) based on the flipped classroom approach with advocacy-sociographs are valid and feasible for further testing. The researchers recommend this learning tool as a reliable reference source for mathematics learning in Junior High School.
A study on mathematics anxiety and its manifestations in vocational high school students Nur Sahidah; Betty Kusumaningrum; Annis Deshinta Ayuningtyas; Zainnur Wijayanto; Patrick Bergman
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 2 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i2.19509

Abstract

Mathematics is often perceived as a difficult subject that triggers anxiety, especially among students facing academic pressure. This study aims to analyze and describe the level of mathematics anxiety experienced by final-year vocational high school students. Employing a descriptive qualitative approach, data were collected through a questionnaire distributed to six randomly selected Grade XII students from a vocational school in Gedangsari. The instrument consisted of 23 statements: 6 positive and 17 negative using a Likert scale to assess students’ anxiety. Data analysis followed the Miles & Huberman model, which includes data reduction, display, and verification. The results showed varying levels of mathematics anxiety: 2 students were categorized as having very high anxiety, 3 were in the moderate category, and 1 student experienced very low anxiety. Students with high anxiety reported symptoms such as trembling hands, increased heart rate, mental blocks, and a lack of confidence during mathematics tasks. Meanwhile, students with lower anxiety demonstrated greater emotional control, focus, and proactive engagement in learning activities. The findings indicate that mathematics anxiety can significantly hinder students’ cognitive and emotional capacity to learn effectively. This study contributes to educational psychology by providing insight into how mathematics anxiety manifests among vocational high school students. It highlights the importance of recognizing emotional factors in learning, particularly in high-pressure academic contexts. The results can inform teachers, counselors, and curriculum designers in developing supportive strategies to reduce anxiety and enhance mathematical engagement in vocational education. In conclusion, addressing mathematics anxiety is crucial for fostering a positive and supportive learning environment that empowers students to perform better academically. This research contributes to the understanding of mathematics anxiety in vocational education and emphasizes the need for empathetic, emotion-sensitive teaching approaches that support both cognitive and emotional student development.
Mobile-Assisted Interactive Multimedia in Language Literacy Class: Exploring Primary School Teachers’ Voices Choiroh Nurussyifa; Akbar Al Masjid; Zainnur Wijayanto
Wahana Pendidikan Vol 13, No 1 (2026): Januari
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jwp.v13i1.23374

Abstract

In primary education, language literacy has become a central focus particularly as learners are increasingly exposed to digital-based learning environments. However, the integration of interactive multimedia to support literacy development remains under-explored, especially in contexts where teachers face pedagogical, technological, and infrastructural challenges. This study aims to describe teachers’ perceptions regarding the use of mobile-based interactive multimedia in language literacy class in primary schools. This qualitative case study employed close-ended questionnaires and semi-structured interviews with forty primary school teachers from diverse teaching backgrounds. Findings revealed that effective digital multimedia should relate to appearance and design, interactivity, ease of use, audio-visual quality, and alignment of media with learning objectives. It was also found that teachers experience difficulties in fostering literacy due to poor integration of literacy learning within the subject content, use of varied learning media, interactive literacy learning, and innovation in literacy instruction. Findings showed that teachers expect digital interactive platforms which had high interactivity, built-in scaffolding, meaningful feedback, and contextualized content. The study highlights the need for more systematic professional development, inclusive multimedia design, and collaborative approaches in supporting teachers to optimize digital interactive multimedia for literacy instruction.
Pengembangan bahan ajar interaktif canva (BAIC) berbasis deep learning untuk meningkatkan berpikir kritis siswa pada materi luas bangun datar wahyu dwi herawati; Zainnur Wijayanto
Jurnal Pendidikan Dasar Vol 13, No 2 (2025): Jurnal Pendidikan Dasar
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jpd.v13i2.105620

Abstract

This research aims to develop Bahan Ajar Interaktif Canva (BAIC) based on deep learning and test its effectiveness in improving elementary school students' critical thinking skills on the material of flat shape area. This study uses the Research and Development (R&D) method of the ADDIE model consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were grade IV elementary school students who were selected purposively. Data collection instruments included expert validation sheets, teacher and student response questionnaires, and critical thinking tests. The results of expert validation showed that BAIC was in the very valid category (average validation score> 86%). The conclusion of this study is that deep learning-based BAIC is worthy of being used as an alternative interactive teaching material that supports critical thinking-based mathematics learning.
Pengaruh Pendekatan Tri-N dan Media Interaktif Berbasis Platform Digital Paint 3D Terhadap Hasil Belajar Bangun Ruang di Sekolah Dasar Harita Nuzul Apriyani; Zainnur Wijayanto; Insanul Qisti Bariyyah
Didaktika Dwija Indria Vol 13, No 3 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i3.102704

Abstract

This study aims to analyze the effect of Tri-N approach and interactive media based on Paint 3D digital platform on learning outcomes of building space in elementary school. The method used was pre-experimental design with one group pretest-posttest design, involving one group of grade VI elementary school students who were given treatment. Measurements were taken before and after treatment. Data analysis techniques using Pearson Product Moment correlation and comparative analysis with normalized gain (N-Gain). The results showed a significant increase in student learning outcomes after the application of the Tri-N approach based on Paint 3D digital media. The average pretest score increased from 63.65 to 86.53 in the posttest. The correlation test showed a significance value of 0.007, while the t-test obtained a significance value of 0.001, which indicated a significant difference between the pretest and posttest results. The N-Gain value was in the medium category with a score of 0.6301. These findings indicate that the use of the Tri-N approach and Paint 3D media is effective in improving students' understanding of the material.
Pengaruh Permainan Cak n Cek Bangtar terhadap Hasil Belajar Siswa SD Dwi Cahyaningtyas; Zainnur Wijayanto; Insanul Qisti Barriyah
YASIN Vol 5 No 4 (2025): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i4.6183

Abstract

Mathematics learning is often perceived as abstract and disconnected from students’ daily lives, which contributes to low interest and motivation to learn. This study aims to examine the effect of the traditional educational game Cak n Cek Bangtar on elementary school students’ mathematics learning outcomes in the topic of plane figures. The research employed a pre-experimental design with a one-group pretest-posttest model. The subjects were nine fourth-grade students at SD Negeri Gondangan, Jogonalan Subdistrict, Klaten. The instrument used was a learning outcome test, and the data were analyzed using normality testing, N-Gain analysis, and a paired sample t-test. The results show a significant improvement in learning outcomes following the implementation of the game. The average pretest score of 58.2 increased to 81.4 in the posttest. N-Gain analysis indicated a gain of 0.65, categorized as moderate. The t-test yielded a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. These findings demonstrate that the traditional game Cak n Cek Bangtar is effective as a contextual approach to mathematics learning, particularly in the topic of plane figures. The study concludes that integrating educational games rooted in Tamansiswa values can improve learning outcomes while creating an enjoyable and meaningful learning atmosphere. This research contributes to the development of innovative and relevant instructional strategies in primary education.